Patch 1.3 on PTR - Page 10
Forum Index > SC2 General |
Yergidy
United States2107 Posts
| ||
Piski
Finland3461 Posts
On February 26 2011 10:44 Jieun wrote: wow blizzard hates zerg rofl Only zerg nerf was that fungal doesn't stun anymore. It still does the same amount of damage. They are just moving away from ensnare which of course can be a mistake already | ||
IamBach
United States1059 Posts
| ||
timestep
Canada73 Posts
No reason to get HT or go down that path anymore. Can't use HT or Archon Toilet. Archon Toilet was the greatest thing SC2 had. It was such a sick move, but so damn hard to do. Man this blows. :[ | ||
Kpyolysis32
553 Posts
[quote]Loss counts are no longer displayed in Profile and Ladder pages for players below Master League.[/quote] LOL xD I missed this. What the hell? This just seems terrible! | ||
darmousseh
United States3437 Posts
- An alert has been added when MULEs expire. - An alert has been added when the Chrono Boost buff expires. - An alert has been added when the Spawn Larva buff expires. | ||
oxxo
988 Posts
1) These changes make COMPLETE SENSE (well... maybe not viking flower). 2) It's a PTR. | ||
Vequeth
United Kingdom1116 Posts
On February 26 2011 10:43 norlock wrote: An alert has been added when MULEs expire. An alert has been added when the Chrono Boost buff expires. An alert has been added when the Spawn Larva buff expires. Not fan of this one's? Why would they make the macro even easier, unawarenes should be punished not be reminded. Its only a notification in the mid left of the screen which no one looks at anyway, its not audio or anything. | ||
skyR
Canada13817 Posts
| ||
MuteZephyr
Lithuania448 Posts
This is a HUGE buff in most situations. Fungal DPS just doubled, meaning enemy units will get to take half as many shots at the zerg before they die if the fungal is going to kill them (often the case especially with marines). That means the stimmed marines you fungalled do HALF the damage they would normally do. HALF. 50% less. This is an enormous marine nerf / fungal buff. Zerg should be rejoicing IMO. | ||
Mindcrime
United States6899 Posts
On February 26 2011 10:45 Noocta wrote: I seriously feel this is needed for Zerg w/o being a stupid " make the game too easy ". no, it's not needed. I would rather Blizzard make chrono boost and MULEs as sensitive to timing as spawn larva. :/ | ||
zyzski
United States698 Posts
| ||
badcop
United States176 Posts
| ||
Tomken
Norway1144 Posts
| ||
space_yes
United States548 Posts
Now everyone can feel warm and fuzzy inside when they look at their ladder page. | ||
Senx
Sweden5901 Posts
now we just need emp to be a projectile | ||
Rampager
Australia1007 Posts
A new menu option is available in the Gameplay tab to change the behavior of Control Group Buttons. These can now be set to ignore mouse clicks or be hidden completely. YESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS Fucking. Finally. I will never ever reassign all my production buildings again and then spend like 10 seconds going around the map trying to get them into a control group. Zelniq, your prayers were heard buddy. | ||
BLinD-RawR
ALLEYCAT BLUES49469 Posts
PLAYGUUUUUUUUUUU! | ||
kinetic_skink
Australia125 Posts
| ||
Noli
United Kingdom179 Posts
Mothership - Units leaving the Mothership's Vortex are now un-targetable and immune to damage for 1.5 seconds. OMG Archon toilet nerf. :'( More like removed. D': | ||
| ||